Hounded by VRC.Quest.Functional.3 out of compliance checks
We're currently plagued by VRC.Quest.Functional.3 requirements for our Job Interview Simulator application on the Meta Store. We've received a request for action related to this VRC twice. Each time we've resolved the violation according to an email we received. We have provided login details to satisfy the VRC requirements, as directed. We've also seen the account being accessed. It's hard to clarify any information on the requirements for VRC.Quest.Functional.3. Can somebody from the team help us identify where we are failing our test with a little more information? I assume this is part of an automated test.391Views0likes0CommentsTesting Shared Spatial Anchors during dev
Hello everyone, I am building an app that requires shared spatial anchors, thus it is a multiplayer app. So I have two questions: 1- Quest development requires using Quest Link when trying the app in Unity, which is fine, but when I want to test in multiplayer, I often use ParallelSync and open two Unity editors. But it seems abit difficult to do the same now on the same PC connecting 2 Quest devices. Any suggestion around this? 2- Sharing spatial anchors requires App ID, which seems to only work after you build the app and upload to App Lab, this will be incredibly time consuming, is there a way to use and share spatial anchors using Unity Editor and Meta Quest Link without building every time? Thanks alot everyone.1.6KViews0likes0CommentsAlpha Channel Apps not showing on tester devices
Have been navigating this issue for quite some time wanted to know if other devs are encountering it as well. - Alpha Channel invites to testers sent, testers never receive email invite - Even if testers receive invites and accept them, preview app fails to show up on their devices - Adding to developer org and then subscribing testers works sometimes, sometimes does not work There seems to be a lot of inconsistency with these services, or am I the only one still facing this. Perhaps I am missing out on something. I even went ahead and ensured dev mode is enabled on every device (in the case that alpha channel builds require dev mode although I doubt they do). Any Insight would be appreciated!2.5KViews1like4CommentsDeactivate ATW?
Hello everyone, I'd like to so some performance tests and comparisons with the Oculus Quest using Unity 2020 and i'd like to know how to deactivate ATW. In the article on the Oculus Blog called "Draw Call Cost Analysis for Quest" it states "Disable Asynchronous TimeWarp (ATW) to prevent the ATW thread from blocking the main render thread. TimeWarp is included in each raw GPU measurement." So does anybody know if there is a way to deactivate ATW on the Quest and if so, how?! Thanks, OcuAlph1KViews3likes1CommentCan not deploy game to my Oculus Quest
Hi there, I am new in the community forums and hope some of you can help me out. I am currently working one a 3D game with Unity. I want to deploy my game to my Oculus Quest 1. I do have all the necessary assets and settings. I know about them, because a couple of weeks ago it worked quite well. In the meantime I do not have done any update on the Quest, Unity or the Hub. When I click Build and Run in Unity, it try to open my game on the Quest, but nothing happens. In Unity says "Build successful" so no error message there. On the Quest it says "game exits repeatedly". Any idea what to do?583Views0likes0CommentsAre there adb commands to disable the proximity sensor?
I was working on full end to end testing and having our quest builds run on hardware as part of our CI/build process. The tests/apk won't run if the screen isn't on. I came up with the following solution as a workaround but this is more of a fun hack than a scalable solution. raspberry pi zero w w/ a servo attached to a cheap skull I found at target.5.1KViews1like2CommentsBest non-tech way to load internal .APKs onto Quest2's (for internal research / user testing)
Hello, I need to identify the quickest/easiest way to help non-technical mac-using co-workers get non-public .APK tests onto Quest2 test devices. SideQuest was the easiest way with Quest1's, but SideQuest is not recognizing our Quest2's as connected. Is this just a matter of needing a specific cable? Is it an unsolvable Mac problem? Or is there an easier (remote) solution to help a non-technical mac-user drop a new internal .APK test onto their Quest2 (I'm using VR for internal research tests at a fortune 50 corp - these things will never be publish externally)841Views0likes1CommentHow to use Oculus Link for development on Oculus Quest
Hi, I just implemented Oculus Link and can use the Apps from Rift very nice. But the reason i did it was to be able to test on Quest without compiling to apk. I tried a lot and did not find the hint. Please help. Yours Marc1.1KViews0likes1CommentTesting on oculus quest
While I'm aware of the procedure of installing ADB, exporting apk and install it to the device via USB. I'm struggling to find a more direct way to view the content I'm developing with unity on the device without following all the long and tiring process of exporting and installing it every time. is there such a way?925Views0likes2Comments